MACHINE GUN SWEEP - HYPER COMBO LEVEL 1
QUARTER CIRCLE BACK + ANY TWO ATTACKS
Megaman changes to his machine gun arm and points it forward before firing a rapid stream of bullets. The super lasts for some time and can be controlled by holding up or down. Will halt all momentum if fired in the air. After the attack finishes, he is left with his machine gun arm.
Not very powerful, but this has one of - if not the fastest - startup of any beam-style super in the game. Much of the aiming animation takes place within the superpause and the bullet stream comes out almost instantly, making this super useful for punishing at full screen, combos, just about anything. It also has one of the longest durations of a level 1 super, making it perfect for Variable Hyper combinations when Volnutt is assisting since it can be used alongside a shorter super to allow the point character to continue a natural combo afterwards. It's not a good idea to use this randomly because if the opponent super jumps it they're free to get behind Volnutt and punish him with whatever they want.
MAX POWER DRILL UPPERCUT - HYPER COMBO LEVEL 1
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS
Volnutt switches to drill arm and then shoots directly upwards while doing a super drill uppercut, dealing many hits on the opponent and propping them into the air. Puts Volnutt into the drill arm mode.
Just like the machine gun sweep, this super is blindingly fast. It also does very decent damage and has a huge hitbox that covers most of Rock's body and quite a bit above it too. Very useful to punish and to serve as an anti-air. It can only be done on the ground and is punishable on block, so it should never just be thrown out randomly. Interestingly, Rock can do two of these in a row and sometimes combo it into itself on larger characters.
MAX POWER SHINING LASER - HYPER COMBO LEVEL 3
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS
Volnutt punches the opponent and tosses them into the air before changing his arm to the secret shining laser mode and blasting them with a huge stream of light. Very weak damage but can be made slightly more powerful with mashing and Volnutt can juggle the opponent after it hits. After the attack he will be wielding the normal arm.
This super is often considered to be one of the worst in the game, but it has a few interesting properties that make it worth taking a second look at. While the damage is rather pitiful for a level 3 super even when buttons are mashed to increase the attack's power, this super throws the opponent very high up into the air and allows for them to be juggled further before they hit the ground, which gives Volnutt a chance to ramp the damage up significantly. It also is not effected by damage scaling as strongly as other supers, so if used to end a long combo it can be relied on to add to the overall output.